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LE Wicked Whims depuis la Maj 169a continuant à la Maj 169b


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Bonjour ? désolé de faire des posts sur le même sujet à divers endroit mais je n'ai pas eu bcp de retour . En plus des bugs du jeu en lui même (toujours pas corrigés à la Maj du jeu du 24 mai 2022),s'ajoute ceux de WW tout cela rend le jeu pratiquement injouable ou bien il faut être très,très patient !...

 

Sur d'autres post j'avais expliqué tout ce que j'avais fait pour essayer d'y remédier e vains ( pour rappel lors des interactions sexuelles à la dernière animation les sims disparaissent tandis que le logo continu à signaler qu'elle est active et je peux voir ,par ex, que le lit bouge). Malheureusement aucunes solution n'a été trouvé ?

 

Je vous mets mon rapport L.E si quelqu'un a un avis, ue solution ou si d'autres personnes on ce,ces problèmes qu'ils se manifestent S.V.P merci.

 

 

  • File 'T:\InGame\Gameplay\Scripts\Server\areaserver.py', line 209, in c_api_server_tick [ absolute_ticks : 305211476195, clock_service : server_clock, previous_ticks : 305211476140, zone : <Zone ID: 0x8500dc763fec60f>, persistence_service : persistence_service]
  • File 'T:\InGame\Gameplay\Scripts\Server\sims\masked\v169b\injector.py', line 26, in _wrapped_function [ args : (<Zone ID: 0x8500dc763fec60f>, 305211476195), new_function : <function _turbolib_zone_game_update at 0x000007FFB8591290>, original_function : <function Zone.update at 0x000007FFB19C4170>]
  • File 'T:\InGame\Gameplay\Scripts\Server\sims\masked\v169b\zone_tick.py', line 74, in _turbolib_zone_game_update [ original : <function Zone.update at 0x000007FFB19C4170>, self : <Zone ID: 0x8500dc763fec60f>, args : (305211476195,)]
  • File 'T:\InGame\Gameplay\Scripts\Server\zone.py', line 493, in update [ self : <Zone ID: 0x8500dc763fec60f>, absolute_ticks : 305211476195, game_clock : game_clock, time_service : time_service, season_service : season_service, weather_service : weather_service, narrative_service : narrative_service, roommate_service : roommate_service]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\situation_manager.py', line 417, in update [ self : situation_manager]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\bouncer\bouncer.py', line 942, in _update [ self : <situations.bouncer.bouncer.Bouncer object at 0x000007FFB897E390>]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\bouncer\bouncer.py', line 1048, in _assign_instanced_sims_to_unfulfilled_requests [ all_candidate_sim_ids : {507797424759254816, 507797424775049315, 490907657260970599, 507797423102624524, 723968818953070061, 257846280171625005, 507797424420164982, 211685607483380023, 507797424420623736, 650785539005358781, 507797424759058206}, sim : , active_household_sim_ids : {507797423102624524, 257846280171625005}, active_lot_household_sim_ids : {507797423102624524, 257846280171625005}, sim_filter_service : sim_filter_service, unfulfilled_index : 3, candidate_requests : [<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF6604B390>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF65127D90>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF774FA050>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF6CFDB9D0>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FFBE2BA6D0>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF653E5C10>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FFCF63B110>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FFCF60B890>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FFED8039D0>], sim_request_score_heap : [SimRequestScore(sim_id=507797424759058206, request=<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FFCF63B110>, score=1), SimRequestScore(sim_id=490907657260970599, request=<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF65127D90>, score=1), SimRequestScore(sim_id=507797424775049315, request=<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FFED8039D0>, score=1), SimRequestScore(sim_id=211685607483380023, request=<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF6CFDB9D0>, score=1), SimRequestScore(sim_id=507797424420164982, request=<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FFBE2BA6D0>, score=1), SimRequestScore(sim_id=507797424420623736, request=<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF653E5C10>, score=1), SimRequestScore(sim_id=507797424759254816, request=<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FFCF60B890>, score=1)], candidate_sim_ids : {507797424775049315}, filter_results : [<FilterResult: sim_info score1>], filter_result : <FilterResult: sim_info score1>, sim_request_score : SimRequestScore(sim_id=723968818953070061, request=<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF774FA050>, score=1), request : Request(situation: Situation_SingleSimLeave(285995146340336613), sim id: 723968818953070061, filter: <class 'sims4.tuning.instances.sim_filter_blank_do_not_touch'>), self : <situations.bouncer.bouncer.Bouncer object at 0x000007FFB897E390>]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\bouncer\bouncer.py', line 1154, in _assign_sim_to_request [ self : <situations.bouncer.bouncer.Bouncer object at 0x000007FFB897E390>, sim : , request : Request(situation: Situation_SingleSimLeave(285995146340336613), sim id: 723968818953070061, filter: <class 'sims4.tuning.instances.sim_filter_blank_do_not_touch'>), data : <situations.bouncer.bouncer.BouncerSimData object at 0x000007FF69C8F710>, excluded : [<situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF648A9210>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF639AD650>, <situations.bouncer.bouncer_request.BouncerRequest object at 0x000007FF6D36FC10>], ex_request : Request(situation: situation_HikingTrail_World3CenterStart_NatureCoveEnd_Solo(285995146332865313), sim id: 723968818953070061, filter: <class 'sims4.tuning.instances.filter_HikingTrail_ages_ctyae_leader'>)]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\bouncer\bouncer_request.py', line 309, in _assign_sim [ self : Request(situation: Situation_SingleSimLeave(285995146340336613), sim id: 723968818953070061, filter: <class 'sims4.tuning.instances.sim_filter_blank_do_not_touch'>), sim : ]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\base_situation.py', line 1147, in on_sim_assigned_to_request [ self : Situation_SingleSimLeave(285995146340336613), sim : , request : Request(situation: Situation_SingleSimLeave(285995146340336613), sim id: 723968818953070061, filter: <class 'sims4.tuning.instances.sim_filter_blank_do_not_touch'>), job_type : <class 'sims4.tuning.instances.situationjob_single_sim_leave'>]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\base_situation.py', line 923, in _on_add_sim_to_situation [ self : Situation_SingleSimLeave(285995146340336613), sim : , job_type : <class 'sims4.tuning.instances.situationjob_single_sim_leave'>]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\base_situation.py', line 1750, in _set_job_for_sim [ self : Situation_SingleSimLeave(285995146340336613), sim : , job : <class 'sims4.tuning.instances.situationjob_single_sim_leave'>, job_data : <situations.situation_job_data.SituationJobData object at 0x000007FF65372D10>, role_state_type : <class 'sims4.tuning.instances.rolestate_leave_now_must_run'>]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\base_situation.py', line 1488, in _set_sim_role_state [ self : Situation_SingleSimLeave(285995146340336613), sim : , role_state_type : <class 'sims4.tuning.instances.rolestate_leave_now_must_run'>, situation_sim : <situations.situation_sim.SituationSim object at 0x000007FF63D94AD0>, job_type : <class 'sims4.tuning.instances.situationjob_single_sim_leave'>, override_role_state_type : <class 'sims4.tuning.instances.rolestate_leave_now_must_run'>]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\situation_sim.py', line 55, in set_role_state_type [ self : <situations.situation_sim.SituationSim object at 0x000007FF63D94AD0>, role_state_type : <class 'sims4.tuning.instances.rolestate_leave_now_must_run'>, situation : Situation_SingleSimLeave(285995146340336613)]
  • File 'T:\InGame\Gameplay\Scripts\Server\objects\components\__init__.py', line 467, in exported_func [ owner : , args : (<class 'sims4.tuning.instances.rolestate_leave_now_must_run'>, None), kwargs : {'situation': <sims4.tuning.instances.Situation_SingleSimLeave object at 0x000007FFABB59210>}, comp : AutonomyComponent(), component_name : component_definition(class_attr='Autonomy', instance_attr='autonomy_component'), func : <function AutonomyComponent.add_role at 0x000007FFB71043B0>]
  • File 'T:\InGame\Gameplay\Scripts\Server\autonomy\autonomy_component.py', line 1128, in add_role [ self : AutonomyComponent(), role_state_type : <class 'sims4.tuning.instances.rolestate_leave_now_must_run'>, situation : Situation_SingleSimLeave(285995146340336613), role_state : <sims4.tuning.instances.rolestate_leave_now_must_run object at 0x000007FF6F2AF350>]
  • File 'T:\InGame\Gameplay\Scripts\Server\role\role_tracker.py', line 143, in add_role [ self : <role.role_tracker.RoleStateTracker object at 0x000007FF66085AD0>, new_role_state : <sims4.tuning.instances.rolestate_leave_now_must_run object at 0x000007FF6F2AF350>, situation : Situation_SingleSimLeave(285995146340336613), old_active_priority : -1, new_active_priority : 2]
  • File 'T:\InGame\Gameplay\Scripts\Server\role\role_state_base.py', line 193, in on_role_activate [ self : <sims4.tuning.instances.rolestate_leave_now_must_run object at 0x000007FF6F2AF350>, situation : Situation_SingleSimLeave(285995146340336613), object_manager : object_manager, buff_ref : <buffs.tunable.BuffReference object at 0x000007FF60B59A50>, zone : <Zone ID: 0x8500dc763fec60f>, run_on_activate_on_load : True]
  • File 'T:\InGame\Gameplay\Scripts\Server\role\role_state.py', line 167, in __call__ [ self : PushAffordanceFromRole(_skip_on_load=False, add_situation_liability=False, affordance=<class 'sims4.tuning.instances.Push_Leave_Lot_Must_Run_Immediate'>, cancel_interaction_on_leave_role=False, defer_on_activate_to_hitting_marks=False, leave_situation_on_failure=False, priority=Priority.Critical, run_priority=None, source=InteractionSource.SCRIPT, super_affordance_for_mixer=None, target=SituationAffordanceTarget.NO_TARGET), role_state : <sims4.tuning.instances.rolestate_leave_now_must_run object at 0x000007FF6F2AF350>, situation : Situation_SingleSimLeave(285995146340336613), sim : , source : InteractionSource.SCRIPT, priority : Priority.Critical, run_priority : Priority.Critical, interaction_context : interactions.context.InteractionContext(<sim '' 0xa0c0dce1a2825ed>, InteractionSource.SCRIPT, <Priority.Critical = 3>), affordance : <class 'sims4.tuning.instances.Push_Leave_Lot_Must_Run_Immediate'>]
  • File 'T:\InGame\Gameplay\Scripts\Server\sims\sim.py', line 3905, in push_super_affordance [ self : , super_affordance : <class 'sims4.tuning.instances.Push_Leave_Lot_Must_Run_Immediate'>, context : interactions.context.InteractionContext(<sim '' 0xa0c0dce1a2825ed>, InteractionSource.SCRIPT, <Priority.Critical = 3>), aop : Push_Leave_Lot_Must_Run_Immediate on None]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\aop.py', line 236, in test_and_execute [ self : Push_Leave_Lot_Must_Run_Immediate on None, context : interactions.context.InteractionContext(<sim '' 0xa0c0dce1a2825ed>, InteractionSource.SCRIPT, <Priority.Critical = 3>), test_result : True]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\aop.py', line 224, in execute [ self : Push_Leave_Lot_Must_Run_Immediate on None, context : interactions.context.InteractionContext(<sim '' 0xa0c0dce1a2825ed>, InteractionSource.SCRIPT, <Priority.Critical = 3>), result : <ExecuteResult: True: (None) - running Push_Leave_Lot_Must_Run_Immediate:822 on None (guaranteed)>]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\aop.py', line 192, in execute_interaction [ interaction : running Push_Leave_Lot_Must_Run_Immediate:822 on None (guaranteed), immediate_timeline : <scheduling.Timeline object at 0x000007FF6F322410>, result_element : <Result; result: None; child: <Gen; _run_gen@6000; active; child: <Seq; [<WithFinally; element:<Seq; [<Fn; None>, <Seq; [<Fn; None>, <Seq; [<Fn; None>, <PushNpcLeaveLotNowInteraction#0x7ff50c79998>]; index 1>]; index 1>]; index 1>; finally:Interaction.build_basic_elements.<locals>.<lambda>@6352>, <Fn; Interaction.build_basic_elements.<locals>.sync_element@6362>]; index 0>>>]
  • File 'T:\InGame\Gameplay\Scripts\Server\scheduling.py', line 212, in simulate [ self : <scheduling.Timeline object at 0x000007FF6F322410>, until : 02:19:48.560 day:0 week:14, max_elements : 10000, count : 28, handle : [None, None, <scheduling.Timeline object at 0x000007FF6F322410>, False, <Fn; XevtTriggeredElement._behavior_element@169>], when : 02:19:48.560 day:0 week:14, _ : 1, _t : <scheduling.Timeline object at 0x000007FF6F322410>, _s : True, e : <Fn; XevtTriggeredElement._behavior_element@169>, calling : True, result : [None, None, <scheduling.Timeline object at 0x000007FF6F322410>, False, <Fn; XevtTriggeredElement._behavior_element@169>]]
  • File 'T:\InGame\Gameplay\Scripts\Server\elements.py', line 335, in _run [ self : <Fn; XevtTriggeredElement._behavior_element@169>, timeline : <scheduling.Timeline object at 0x000007FF6F322410>]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\utils\interaction_elements.py', line 173, in _behavior_element [ self : <PushNpcLeaveLotNowInteraction#0x7ff50c79998>, timeline : <scheduling.Timeline object at 0x000007FF6F322410>]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\push_npc_leave_lot_now.py', line 93, in _do_behavior [ self : <PushNpcLeaveLotNowInteraction#0x7ff50c79998>, participant : , interaction : <class 'sims4.tuning.instances.NPCLeaveLotNow_NPC_MustRun_WaveGoodBye'>]
  • File 'T:\InGame\Gameplay\Scripts\Server\sims\sim.py', line 3905, in push_super_affordance [ self : , super_affordance : <class 'sims4.tuning.instances.NPCLeaveLotNow_NPC_MustRun_WaveGoodBye'>, context : interactions.context.InteractionContext(<sim '' 0xa0c0dce1a2825ed>, InteractionSource.SCRIPT, <Priority.Critical = 3>), aop : NPCLeaveLotNow_NPC_MustRun_WaveGoodBye on None]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\aop.py', line 236, in test_and_execute [ self : NPCLeaveLotNow_NPC_MustRun_WaveGoodBye on None, context : interactions.context.InteractionContext(<sim '' 0xa0c0dce1a2825ed>, InteractionSource.SCRIPT, <Priority.Critical = 3>), test_result : True]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\aop.py', line 224, in execute [ self : NPCLeaveLotNow_NPC_MustRun_WaveGoodBye on None, context : interactions.context.InteractionContext(<sim '' 0xa0c0dce1a2825ed>, InteractionSource.SCRIPT, <Priority.Critical = 3>), result : <ExecuteResult: True: (None) - running NPCLeaveLotNow_NPC_MustRun_WaveGoodBye:821 on None (guaranteed)>]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\aop.py', line 212, in execute_interaction [ interaction : running NPCLeaveLotNow_NPC_MustRun_WaveGoodBye:821 on None (guaranteed), context : interactions.context.InteractionContext(<sim '' 0xa0c0dce1a2825ed>, InteractionSource.SCRIPT, <Priority.Critical = 3>)]
  • File 'T:\InGame\Gameplay\Scripts\Server\sims\masked\v169b\injector.py', line 26, in _wrapped_function [ args : (InteractionQueue for , <SI NPCLeaveLotNow_NPC_MustRun_WaveGoodBye id:821 sim:>), new_function : <function _turbolib_interaction_queue at 0x000007FFADE54E60>, original_function : <function InteractionQueue.append at 0x000007FFB1C26E60>]
  • File '.\WickedWhims_v169b\turbolib2\events\interactions.py', line 146, in _turbolib_interaction_queue [ original : <function InteractionQueue.append at 0x000007FFB1C26E60>, self : InteractionQueue for , args : (<SI NPCLeaveLotNow_NPC_MustRun_WaveGoodBye id:821 sim:>,), interaction : running NPCLeaveLotNow_NPC_MustRun_WaveGoodBye:821 on None (guaranteed), result : True]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py', line 1359, in append [ self : InteractionQueue for , interaction : running NPCLeaveLotNow_NPC_MustRun_WaveGoodBye:821 on None (guaranteed), target_queue : <interactions.interaction_queue.InteractionBucket object at 0x000007FF6607A650>, success : True]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\interaction_queue.py', line 1059, in _resolve_priority_pressure [ self : InteractionQueue for , highest_priority_interaction : running NPCLeaveLotNow_NPC_MustRun_WaveGoodBye:821 on None (guaranteed), interaction : running waypoint_SoloHike_SoloWaypoint:772 on None, super_priority : Priority.High, interaction_priority : Priority.High, max_priority : Priority.High]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\base\super_interaction.py', line 5100, in displace [ self : running waypoint_SoloHike_SoloWaypoint:772 on None, displaced_by : running NPCLeaveLotNow_NPC_MustRun_WaveGoodBye:821 on None (guaranteed), cancel_reason_msg : Interaction Queue displaced from resolving priority pressure., notify_ui : True]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\base\super_interaction.py', line 4900, in _cancel_eventually [ self : running waypoint_SoloHike_SoloWaypoint:772 on None, args : (<FinishingType.DISPLACED = 2>,), kwargs : {'cancel_reason_msg': 'Interaction Queue displaced from resolving priority pressure.', 'notify_UI': True, 'log_id': 'Displace_SI', 'carry_cancel_override': None}]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\base\super_interaction.py', line 5054, in _cancel [ self : running waypoint_SoloHike_SoloWaypoint:772 on None, finishing_type : FinishingType.DISPLACED, cancel_reason_msg : Interaction Queue displaced from resolving priority pressure., notify_UI : True, log_id : Displace_SI, posture : stand:16]
  • File 'T:\InGame\Gameplay\Scripts\Server\sims\masked\v169b\injector.py', line 26, in _wrapped_function [ args : (<sims4.log.Logger object at 0x000007FFBAA57A90>, 'Exception during SI.cancel {}, cancel_reason_msg is {}:', <SI waypoint_SoloHike_SoloWaypoint id:772 sim:>, 'Interaction Queue displaced from resolving priority pressure.'), new_function : <function _on_exception_occurrence_record_clean_file at 0x000007FFB8591E60>, original_function : <function Logger.exception at 0x000007FFB86AEB00>]
  • File 'T:\InGame\Gameplay\Scripts\Server\sims\masked\v169b\clean_exception.py', line 29, in _on_exception_occurrence_record_clean_file [ original : <function Logger.exception at 0x000007FFB86AEB00>, self : <sims4.log.Logger object at 0x000007FFBAA57A90>, args : ('Exception during SI.cancel {}, cancel_reason_msg is {}:', <SI waypoint_SoloHike_SoloWaypoint id:772 sim:>, 'Interaction Queue displaced from resolving priority pressure.')]
  • File 'T:\InGame\Gameplay\Scripts\Server\sims\masked\v169b\injector.py', line 26, in _wrapped_function [ args : (<sims4.log.Logger object at 0x000007FFBAA57A90>, 'Exception during SI.cancel {}, cancel_reason_msg is {}:', <SI waypoint_SoloHike_SoloWaypoint id:772 sim:>, 'Interaction Queue displaced from resolving priority pressure.'), new_function : <function _on_exception_occurrence at 0x000007FFB86AED40>, original_function : <function Logger.exception at 0x000007FFAEB994D0>]
  • File 'T:\InGame\Gameplay\Scripts\Server\sims\masked\v169b\exceptions_feedback.py', line 18, in _on_exception_occurrence [ original : <function Logger.exception at 0x000007FFAEB994D0>, self : <sims4.log.Logger object at 0x000007FFBAA57A90>, args : ('Exception during SI.cancel {}, cancel_reason_msg is {}:', <SI waypoint_SoloHike_SoloWaypoint id:772 sim:>, 'Interaction Queue displaced from resolving priority pressure.')]
  • File 'T:\InGame\Gameplay\Scripts\Server\interactions\interaction_finisher.py', line 95, in on_finishing_move [ self : FinishingType.DISPLACED, move : FinishingType.DISPLACED, interaction : running waypoint_SoloHike_SoloWaypoint:772 on None, pending_move : FinishingType.DISPLACED]
  • File 'T:\InGame\Gameplay\Scripts\Core\sims4\callback_utils.py', line 158, in __call__ [ self : [<bound method WaypointInteraction._clean_up_waypoint_generator of <SI waypoint_SoloHike_SoloWaypoint id:772 sim:>>], args : (<SI waypoint_SoloHike_SoloWaypoint id:772 sim:>,), fn : <bound method GroupWaypointSituation._on_solo_waypoint_interaction_finishing of <sims4.tuning.instances.situation_HikingTrail_World3CenterStart_NatureCoveEnd_Solo object at 0x000007FF672124D0>>]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\complex\group_waypoint_situation.py', line 951, in _on_solo_waypoint_interaction_finishing [ self : situation_HikingTrail_World3CenterStart_NatureCoveEnd_Solo(285995146332865313), interaction : running waypoint_SoloHike_SoloWaypoint:772 on None]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\complex\group_waypoint_situation.py', line 129, in on_route_end [ self : _GroupWaypointRouteState]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\complex\group_waypoint_situation.py', line 1143, in start_interacting [ self : situation_HikingTrail_World3CenterStart_NatureCoveEnd_Solo(285995146332865313)]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\situation_complex.py', line 1140, in _change_state [ self : situation_HikingTrail_World3CenterStart_NatureCoveEnd_Solo(285995146332865313), new_state : _GroupWaypointInteractState, old_state : _GroupWaypointRouteState]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\complex\group_waypoint_situation.py', line 171, in on_activate [ self : _GroupWaypointInteractState, leader_interaction : <class 'sims4.tuning.instances.hikingTrail_StopPoint_Chooser_Solo'>, __class__ : <class 'situations.complex.group_waypoint_situation._GroupWaypointInteractState'>]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\complex\group_waypoint_situation.py', line 241, in _perform_interactions [ self : _GroupWaypointInteractState, leader_interaction : <class 'sims4.tuning.instances.hikingTrail_StopPoint_Chooser_Solo'>]
  • File 'T:\InGame\Gameplay\Scripts\Server\situations\complex\group_waypoint_situation.py', line 262, in _perform_interaction_on_sim [ self : _GroupWaypointInteractState, interaction_type : <class 'sims4.tuning.instances.hikingTrail_StopPoint_Chooser_Solo'>, interaction_context : interactions.context.InteractionContext(None, InteractionSource.SCRIPT, <Priority.High = 2>)]
  •  
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